2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 #define GLINFO_LOCATION (*gl_info)
41 /********************************************************
42 * ARB_[vertex/fragment]_program helper functions follow
43 ********************************************************/
46 * Loads floating point constants into the currently set ARB_vertex/fragment_program.
47 * When constant_list == NULL, it will load all the constants.
49 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
50 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
52 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
, GLuint target_type
,
53 unsigned int max_constants
, float* constants
, char *dirty_consts
) {
54 local_constant
* lconst
;
58 if (TRACE_ON(d3d_shader
)) {
59 for(i
= 0; i
< max_constants
; i
++) {
60 if(!dirty_consts
[i
]) continue;
61 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
62 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
63 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
66 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
67 if(target_type
== GL_FRAGMENT_PROGRAM_ARB
&&
68 WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1) {
70 for(i
= 0; i
< max_constants
; i
++) {
71 if(!dirty_consts
[i
]) continue;
75 if(constants
[j
+ 0] > 1.0) lcl_const
[0] = 1.0;
76 else if(constants
[j
+ 0] < -1.0) lcl_const
[0] = -1.0;
77 else lcl_const
[0] = constants
[j
+ 0];
79 if(constants
[j
+ 1] > 1.0) lcl_const
[1] = 1.0;
80 else if(constants
[j
+ 1] < -1.0) lcl_const
[1] = -1.0;
81 else lcl_const
[1] = constants
[j
+ 1];
83 if(constants
[j
+ 2] > 1.0) lcl_const
[2] = 1.0;
84 else if(constants
[j
+ 2] < -1.0) lcl_const
[2] = -1.0;
85 else lcl_const
[2] = constants
[j
+ 2];
87 if(constants
[j
+ 3] > 1.0) lcl_const
[3] = 1.0;
88 else if(constants
[j
+ 3] < -1.0) lcl_const
[3] = -1.0;
89 else lcl_const
[3] = constants
[j
+ 3];
91 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
94 if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS
)) {
95 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
96 * or just reloading *all* constants at once
98 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
100 for(i
= 0; i
< max_constants
; i
++) {
101 if(!dirty_consts
[i
]) continue;
103 /* Find the next block of dirty constants */
106 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
110 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
113 for(i
= 0; i
< max_constants
; i
++) {
114 if(dirty_consts
[i
]) {
116 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
121 checkGLcall("glProgramEnvParameter4fvARB()");
123 /* Load immediate constants */
124 if(This
->baseShader
.load_local_constsF
) {
125 if (TRACE_ON(d3d_shader
)) {
126 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
127 GLfloat
* values
= (GLfloat
*)lconst
->value
;
128 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
129 values
[0], values
[1], values
[2], values
[3]);
132 /* Immediate constants are clamped for 1.X shaders at loading times */
134 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
135 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
136 ret
= max(ret
, lconst
->idx
);
137 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
139 checkGLcall("glProgramEnvParameter4fvARB()");
140 return ret
; /* The loaded immediate constants need reloading for the next shader */
142 return 0; /* No constants are dirty now */
147 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
149 * We only support float constants in ARB at the moment, so don't
150 * worry about the Integers or Booleans
152 void shader_arb_load_constants(
153 IWineD3DDevice
* device
,
155 char useVertexShader
) {
157 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
158 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
159 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
162 if (useVertexShader
) {
163 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
165 /* Load DirectX 9 float constants for vertex shader */
166 deviceImpl
->highest_dirty_vs_const
= shader_arb_load_constantsF(
167 vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
168 deviceImpl
->highest_dirty_vs_const
,
169 stateBlock
->vertexShaderConstantF
,
170 deviceImpl
->activeContext
->vshader_const_dirty
);
172 /* Upload the position fixup */
173 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, ARB_SHADER_PRIVCONST_POS
, deviceImpl
->posFixup
));
176 if (usePixelShader
) {
178 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
179 IWineD3DPixelShaderImpl
*psi
= (IWineD3DPixelShaderImpl
*) pshader
;
181 /* Load DirectX 9 float constants for pixel shader */
182 deviceImpl
->highest_dirty_ps_const
= shader_arb_load_constantsF(
183 pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
184 deviceImpl
->highest_dirty_ps_const
,
185 stateBlock
->pixelShaderConstantF
,
186 deviceImpl
->activeContext
->pshader_const_dirty
);
188 for(i
= 0; i
< psi
->numbumpenvmatconsts
; i
++) {
189 /* The state manager takes care that this function is always called if the bump env matrix changes
191 float *data
= (float *) &stateBlock
->textureState
[(int) psi
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
192 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->bumpenvmatconst
[i
].const_num
, data
));
193 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->bumpenvmatconst
[i
].const_num
] = 1;
195 if(psi
->luminanceconst
[i
].const_num
!= -1) {
196 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
197 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
198 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
199 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
201 float *scale
= (float *) &stateBlock
->textureState
[(int) psi
->luminanceconst
[i
].texunit
][WINED3DTSS_BUMPENVLSCALE
];
202 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->luminanceconst
[i
].const_num
, scale
));
203 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->luminanceconst
[i
].const_num
] = 1;
207 if(((IWineD3DPixelShaderImpl
*) pshader
)->srgb_enabled
&&
208 !((IWineD3DPixelShaderImpl
*) pshader
)->srgb_mode_hardcoded
) {
212 if(stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
213 comparison
[0] = srgb_cmp
; comparison
[1] = srgb_cmp
;
214 comparison
[2] = srgb_cmp
; comparison
[3] = srgb_cmp
;
216 mul_low
[0] = srgb_mul_low
; mul_low
[1] = srgb_mul_low
;
217 mul_low
[2] = srgb_mul_low
; mul_low
[3] = srgb_mul_low
;
219 comparison
[0] = 1.0 / 0.0; comparison
[1] = 1.0 / 0.0;
220 comparison
[2] = 1.0 / 0.0; comparison
[3] = 1.0 / 0.0;
222 mul_low
[0] = 1.0; mul_low
[1] = 1.0;
223 mul_low
[2] = 1.0; mul_low
[3] = 1.0;
225 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->srgb_cmp_const
, comparison
));
226 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, psi
->srgb_low_const
, mul_low
));
227 checkGLcall("Load sRGB correction constants\n");
228 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->srgb_low_const
] = 1;
229 deviceImpl
->activeContext
->pshader_const_dirty
[psi
->srgb_cmp_const
] = 1;
235 /* Generate the variable & register declarations for the ARB_vertex_program output target */
236 void shader_generate_arb_declarations(
237 IWineD3DBaseShader
*iface
,
238 shader_reg_maps
* reg_maps
,
239 SHADER_BUFFER
* buffer
,
240 WineD3D_GL_Info
* gl_info
) {
242 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
243 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
245 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
246 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
247 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
248 UINT extra_constants_needed
= 0;
249 local_constant
* lconst
;
251 /* Temporary Output register */
252 shader_addline(buffer
, "TEMP TMP_OUT;\n");
254 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
255 if (reg_maps
->temporary
[i
])
256 shader_addline(buffer
, "TEMP R%u;\n", i
);
259 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
260 if (reg_maps
->address
[i
])
261 shader_addline(buffer
, "ADDRESS A%d;\n", i
);
264 for(i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
265 if (reg_maps
->texcoord
[i
])
266 shader_addline(buffer
,"TEMP T%u;\n", i
);
269 /* Texture coordinate registers must be pre-loaded */
270 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
271 if (reg_maps
->texcoord
[i
])
272 shader_addline(buffer
, "MOV T%u, fragment.texcoord[%u];\n", i
, i
);
275 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
276 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) This
;
277 if(!reg_maps
->bumpmat
[i
]) continue;
279 cur
= ps
->numbumpenvmatconsts
;
280 ps
->bumpenvmatconst
[cur
].const_num
= -1;
281 ps
->bumpenvmatconst
[cur
].texunit
= i
;
282 ps
->luminanceconst
[cur
].const_num
= -1;
283 ps
->luminanceconst
[cur
].texunit
= i
;
285 /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
286 * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
289 if(max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
)) {
290 ps
->bumpenvmatconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
291 shader_addline(buffer
, "PARAM bumpenvmat%d = program.env[%d];\n",
292 i
, ps
->bumpenvmatconst
[cur
].const_num
);
293 extra_constants_needed
++;
295 if(reg_maps
->luminanceparams
&& max_constantsF
+ extra_constants_needed
< GL_LIMITS(pshader_constantsF
)) {
296 ((IWineD3DPixelShaderImpl
*)This
)->luminanceconst
[cur
].const_num
= max_constantsF
+ extra_constants_needed
;
297 shader_addline(buffer
, "PARAM luminance%d = program.env[%d];\n",
298 i
, ps
->luminanceconst
[cur
].const_num
);
299 extra_constants_needed
++;
300 } else if(reg_maps
->luminanceparams
) {
301 FIXME("No free constant to load the luminance parameters\n");
304 FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
307 ps
->numbumpenvmatconsts
= cur
+ 1;
310 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
] && pshader
) {
311 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
312 /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
313 * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
314 * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
317 if(max_constantsF
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
) && FALSE
) {
318 /* The idea is that if srgb is enabled, then disabled, the constant loading code
319 * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
320 * and comparison constants. If it disables it that way, the shader won't be recompiled
321 * and the code will stay in, so sRGB writing can be turned on again by setting the
322 * constants from the spec
324 ps_impl
->srgb_mode_hardcoded
= 0;
325 ps_impl
->srgb_low_const
= GL_LIMITS(pshader_constantsF
) - extra_constants_needed
;
326 ps_impl
->srgb_cmp_const
= GL_LIMITS(pshader_constantsF
) - extra_constants_needed
- 1;
327 shader_addline(buffer
, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl
->srgb_low_const
);
328 shader_addline(buffer
, "PARAM srgb_comparison = program.env[%d];\n", ps_impl
->srgb_cmp_const
);
330 shader_addline(buffer
, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
331 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
332 shader_addline(buffer
, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
333 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
334 ps_impl
->srgb_mode_hardcoded
= 1;
336 /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
337 * path if the comparison value is set to INF
339 shader_addline(buffer
, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
340 srgb_pow
, srgb_pow
, srgb_pow
);
341 shader_addline(buffer
, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
342 srgb_mul_high
, srgb_mul_high
, srgb_mul_high
);
343 shader_addline(buffer
, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
344 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
345 ps_impl
->srgb_enabled
= 1;
347 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
349 /* Do not write any srgb fixup into the shader to save shader size and processing time.
350 * As a consequence, we can't toggle srgb write on without recompilation
352 ps_impl
->srgb_enabled
= 0;
353 ps_impl
->srgb_mode_hardcoded
= 1;
356 /* Hardcodable local constants */
357 if(!This
->baseShader
.load_local_constsF
) {
358 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
359 float *value
= (float *) lconst
->value
;
360 shader_addline(buffer
, "PARAM C%u = {%f, %f, %f, %f};\n", lconst
->idx
,
361 value
[0], value
[1], value
[2], value
[3]);
365 /* we use the array-based constants array if the local constants are marked for loading,
366 * because then we use indirect addressing, or when the local constant list is empty,
367 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
368 * local constants do not declare the loaded constants as an array because ARB compilers usually
369 * do not optimize unused constants away
371 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
372 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
373 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
374 max_constantsF
, max_constantsF
- 1);
376 for(i
= 0; i
< max_constantsF
; i
++) {
377 if(!shader_constant_is_local(This
, i
)) {
378 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
384 static const char * const shift_tab
[] = {
385 "dummy", /* 0 (none) */
386 "coefmul.x", /* 1 (x2) */
387 "coefmul.y", /* 2 (x4) */
388 "coefmul.z", /* 3 (x8) */
389 "coefmul.w", /* 4 (x16) */
390 "dummy", /* 5 (x32) */
391 "dummy", /* 6 (x64) */
392 "dummy", /* 7 (x128) */
393 "dummy", /* 8 (d256) */
394 "dummy", /* 9 (d128) */
395 "dummy", /* 10 (d64) */
396 "dummy", /* 11 (d32) */
397 "coefdiv.w", /* 12 (d16) */
398 "coefdiv.z", /* 13 (d8) */
399 "coefdiv.y", /* 14 (d4) */
400 "coefdiv.x" /* 15 (d2) */
403 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG
* arg
, const DWORD param
, char *write_mask
) {
404 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
405 char *ptr
= write_mask
;
406 char vshader
= shader_is_vshader_version(This
->baseShader
.hex_version
);
408 if(vshader
&& shader_get_regtype(param
) == WINED3DSPR_ADDR
) {
411 } else if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
413 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
414 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
415 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
416 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
422 static void shader_arb_get_swizzle(const DWORD param
, BOOL fixup
, char *swizzle_str
) {
423 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
424 * but addressed as "rgba". To fix this we need to swap the register's x
425 * and z components. */
426 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
427 char *ptr
= swizzle_str
;
429 /* swizzle bits fields: wwzzyyxx */
430 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
431 DWORD swizzle_x
= swizzle
& 0x03;
432 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
433 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
434 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
436 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
437 * generate a swizzle string. Unless we need to our own swizzling. */
438 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
440 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
441 *ptr
++ = swizzle_chars
[swizzle_x
];
443 *ptr
++ = swizzle_chars
[swizzle_x
];
444 *ptr
++ = swizzle_chars
[swizzle_y
];
445 *ptr
++ = swizzle_chars
[swizzle_z
];
446 *ptr
++ = swizzle_chars
[swizzle_w
];
453 static void pshader_get_register_name(IWineD3DBaseShader
* iface
,
454 const DWORD param
, char* regstr
) {
456 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
457 DWORD regtype
= shader_get_regtype(param
);
458 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
461 case WINED3DSPR_TEMP
:
462 sprintf(regstr
, "R%u", reg
);
464 case WINED3DSPR_INPUT
:
466 strcpy(regstr
, "fragment.color.primary");
468 strcpy(regstr
, "fragment.color.secondary");
471 case WINED3DSPR_CONST
:
472 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
473 sprintf(regstr
, "C[%u]", reg
);
475 sprintf(regstr
, "C%u", reg
);
478 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
479 sprintf(regstr
,"T%u", reg
);
481 case WINED3DSPR_COLOROUT
:
483 sprintf(regstr
, "TMP_COLOR");
485 /* TODO: See GL_ARB_draw_buffers */
486 FIXME("Unsupported write to render target %u\n", reg
);
487 sprintf(regstr
, "unsupported_register");
490 case WINED3DSPR_DEPTHOUT
:
491 sprintf(regstr
, "result.depth");
493 case WINED3DSPR_ATTROUT
:
494 sprintf(regstr
, "oD[%u]", reg
);
496 case WINED3DSPR_TEXCRDOUT
:
497 sprintf(regstr
, "oT[%u]", reg
);
500 FIXME("Unhandled register name Type(%d)\n", regtype
);
501 sprintf(regstr
, "unrecognized_register");
506 /* TODO: merge with pixel shader */
507 static void vshader_program_add_param(SHADER_OPCODE_ARG
*arg
, const DWORD param
, BOOL is_input
, char *hwLine
) {
509 IWineD3DVertexShaderImpl
* This
= (IWineD3DVertexShaderImpl
*) arg
->shader
;
511 /* oPos, oFog and oPts in D3D */
512 static const char * const hwrastout_reg_names
[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
514 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
515 DWORD regtype
= shader_get_regtype(param
);
517 BOOL is_color
= FALSE
;
519 if ((param
& WINED3DSP_SRCMOD_MASK
) == WINED3DSPSM_NEG
) {
520 strcat(hwLine
, " -");
526 case WINED3DSPR_TEMP
:
527 sprintf(tmpReg
, "R%u", reg
);
528 strcat(hwLine
, tmpReg
);
530 case WINED3DSPR_INPUT
:
532 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
535 sprintf(tmpReg
, "vertex.attrib[%u]", reg
);
536 strcat(hwLine
, tmpReg
);
538 case WINED3DSPR_CONST
:
539 if(param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
540 if(reg
>= This
->rel_offset
) {
541 sprintf(tmpReg
, "C[A0.x + %u]", reg
- This
->rel_offset
);
543 sprintf(tmpReg
, "C[A0.x - %u]", -reg
+ This
->rel_offset
);
546 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) {
547 sprintf(tmpReg
, "C[%u]", reg
);
549 sprintf(tmpReg
, "C%u", reg
);
552 strcat(hwLine
, tmpReg
);
554 case WINED3DSPR_ADDR
: /*case D3DSPR_TEXTURE:*/
555 sprintf(tmpReg
, "A%u", reg
);
556 strcat(hwLine
, tmpReg
);
558 case WINED3DSPR_RASTOUT
:
559 sprintf(tmpReg
, "%s", hwrastout_reg_names
[reg
]);
560 strcat(hwLine
, tmpReg
);
562 case WINED3DSPR_ATTROUT
:
564 strcat(hwLine
, "result.color.primary");
566 strcat(hwLine
, "result.color.secondary");
569 case WINED3DSPR_TEXCRDOUT
:
570 sprintf(tmpReg
, "result.texcoord[%u]", reg
);
571 strcat(hwLine
, tmpReg
);
574 FIXME("Unknown reg type %d %d\n", regtype
, reg
);
575 strcat(hwLine
, "unrecognized_register");
581 shader_arb_get_write_mask(arg
, param
, write_mask
);
582 strcat(hwLine
, write_mask
);
585 shader_arb_get_swizzle(param
, is_color
, swizzle
);
586 strcat(hwLine
, swizzle
);
590 static void shader_hw_sample(SHADER_OPCODE_ARG
* arg
, DWORD sampler_idx
, const char *dst_str
, const char *coord_reg
, BOOL projected
, BOOL bias
) {
591 SHADER_BUFFER
* buffer
= arg
->buffer
;
592 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
593 const char *tex_type
;
595 switch(sampler_type
) {
602 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
603 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
604 if(device
->stateBlock
->textures
[sampler_idx
] &&
605 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
613 case WINED3DSTT_VOLUME
:
617 case WINED3DSTT_CUBE
:
622 ERR("Unexpected texture type %d\n", sampler_type
);
627 /* Shouldn't be possible, but let's check for it */
628 if(projected
) FIXME("Biased and Projected texture sampling\n");
629 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
630 shader_addline(buffer
, "TXB %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
631 } else if (projected
) {
632 shader_addline(buffer
, "TXP %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
634 shader_addline(buffer
, "TEX %s, %s, texture[%u], %s;\n", dst_str
, coord_reg
, sampler_idx
, tex_type
);
638 static void shader_arb_color_correction(SHADER_OPCODE_ARG
* arg
) {
639 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
640 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
641 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
643 WINED3DFORMAT conversion_group
;
644 IWineD3DBaseTextureImpl
*texture
;
646 BOOL recorded
= FALSE
;
648 DWORD hex_version
= shader
->baseShader
.hex_version
;
652 switch(arg
->opcode
->opcode
) {
654 if (hex_version
< WINED3DPS_VERSION(2,0)) {
655 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
657 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
661 case WINED3DSIO_TEXLDL
:
662 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
665 case WINED3DSIO_TEXDP3TEX
:
666 case WINED3DSIO_TEXM3x3TEX
:
667 case WINED3DSIO_TEXM3x3SPEC
:
668 case WINED3DSIO_TEXM3x3VSPEC
:
669 case WINED3DSIO_TEXBEM
:
670 case WINED3DSIO_TEXREG2AR
:
671 case WINED3DSIO_TEXREG2GB
:
672 case WINED3DSIO_TEXREG2RGB
:
673 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
677 /* Not a texture sampling instruction, nothing to do */
681 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
683 fmt
= texture
->resource
.format
;
684 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
686 fmt
= WINED3DFMT_UNKNOWN
;
687 conversion_group
= WINED3DFMT_UNKNOWN
;
690 /* before doing anything, record the sampler with the format in the format conversion list,
691 * but check if it's not there already
693 for(i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; i
++) {
694 if(shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
) {
699 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
700 shader
->baseShader
.num_sampled_samplers
++;
701 shader
->baseShader
.sampled_format
[sampler_idx
] = conversion_group
;
704 pshader_get_register_name(arg
->shader
, arg
->dst
, reg
);
705 shader_arb_get_write_mask(arg
, arg
->dst
, writemask
);
706 if(strlen(writemask
) == 0) strcpy(writemask
, ".xyzw");
709 case WINED3DFMT_V8U8
:
710 case WINED3DFMT_V16U16
:
711 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
712 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
714 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
715 * disabled until an application that needs it is found because it causes unneeded
716 * shader recompilation in some game
718 if(strlen(writemask
) >= 4) {
719 shader_addline(arg
->buffer
, "MOV %s.%c, one.z;\n", reg
, writemask
[3]);
723 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
724 * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
725 * all registers, do so, this saves an instruction.
727 if(strlen(writemask
) >= 5) {
728 shader_addline(arg
->buffer
, "MAD %s, %s, coefmul.x, -one;\n", reg
, reg
);
729 } else if(strlen(writemask
) >= 3) {
730 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
733 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
736 } else if(strlen(writemask
) == 2) {
737 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", reg
, writemask
[1],
743 case WINED3DFMT_X8L8V8U8
:
744 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
745 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
746 * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
748 if(strlen(writemask
) >= 3) {
749 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
752 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
755 } else if(strlen(writemask
) == 2) {
756 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
763 case WINED3DFMT_L6V5U5
:
764 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
765 if(strlen(writemask
) >= 4) {
766 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
767 shader_addline(arg
->buffer
, "MOV TMP.g, %s.%c;\n",
769 shader_addline(arg
->buffer
, "MAD %s.%c%c, %s.%c%c, coefmul.x, -one;\n",
770 reg
, writemask
[1], writemask
[1],
771 reg
, writemask
[1], writemask
[3]);
772 shader_addline(arg
->buffer
, "MOV %s.%c, TMP.g;\n", reg
,
774 } else if(strlen(writemask
) == 3) {
775 /* This is bad: We have VL, but we need VU */
776 FIXME("2 components sampled from a converted L6V5U5 texture\n");
778 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
785 case WINED3DFMT_Q8W8V8U8
:
786 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
787 /* Correct the sign in all channels */
788 switch(strlen(writemask
)) {
790 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
795 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
800 shader_addline(arg
->buffer
, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
805 /* Should not occur, since it's at minimum '.' and a letter */
807 ERR("Unexpected writemask: \"%s\"\n", writemask
);
812 shader_addline(arg
->buffer
, "MAD %s, %s, coefmul.x, -one;\n", reg
, reg
);
817 /* stupid compiler */
824 static void pshader_gen_input_modifier_line (
825 IWineD3DBaseShader
*iface
,
826 SHADER_BUFFER
* buffer
,
831 /* Generate a line that does the input modifier computation and return the input register to use */
836 /* Assume a new line will be added */
839 /* Get register name */
840 pshader_get_register_name(iface
, instr
, regstr
);
841 shader_arb_get_swizzle(instr
, FALSE
, swzstr
);
843 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
844 case WINED3DSPSM_NONE
:
845 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
848 case WINED3DSPSM_NEG
:
849 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
852 case WINED3DSPSM_BIAS
:
853 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
855 case WINED3DSPSM_BIASNEG
:
856 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
858 case WINED3DSPSM_SIGN
:
859 shader_addline(buffer
, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg
, regstr
);
861 case WINED3DSPSM_SIGNNEG
:
862 shader_addline(buffer
, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg
, regstr
);
864 case WINED3DSPSM_COMP
:
865 shader_addline(buffer
, "SUB T%c, one.x, %s;\n", 'A' + tmpreg
, regstr
);
868 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
870 case WINED3DSPSM_X2NEG
:
871 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
874 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
875 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
878 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
879 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
882 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
886 /* Return modified or original register, with swizzle */
888 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
891 static inline void pshader_gen_output_modifier_line(
892 SHADER_BUFFER
* buffer
,
898 /* Generate a line that does the output modifier computation */
899 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", saturate
? "_SAT" : "",
900 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
903 void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
) {
904 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
906 SHADER_BUFFER
* buffer
= arg
->buffer
;
908 char src_name
[2][50];
910 DWORD sampler_code
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
911 BOOL has_bumpmat
= FALSE
;
914 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
915 if(This
->bumpenvmatconst
[i
].const_num
!= -1 && This
->bumpenvmatconst
[i
].texunit
== sampler_code
) {
921 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
922 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
923 strcat(dst_name
, dst_wmask
);
925 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
926 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
929 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
930 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
931 shader_addline(buffer
, "DP3 TMP.r, TMP2, %s;\n", src_name
[1]);
932 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
933 shader_addline(buffer
, "DP3 TMP.g, TMP2, %s;\n", src_name
[1]);
935 shader_addline(buffer
, "ADD %s, %s, TMP;\n", dst_name
, src_name
[0]);
937 shader_addline(buffer
, "MOV %s, %s;\n", dst_name
, src_name
[0]);
941 void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
) {
943 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
944 SHADER_BUFFER
* buffer
= arg
->buffer
;
947 char src_name
[3][50];
948 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
949 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
951 /* FIXME: support output modifiers */
953 /* Handle output register */
954 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
955 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
957 /* Generate input register names (with modifiers) */
958 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
959 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
960 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
962 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
963 if (shader
->baseShader
.hex_version
<= WINED3DPS_VERSION(1, 3) &&
964 arg
->opcode_token
& WINED3DSI_COISSUE
) {
965 shader_addline(buffer
, "MOV%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1]);
967 shader_addline(buffer
, "ADD TMP, -%s, coefdiv.x;\n", src_name
[0]);
968 shader_addline(buffer
, "CMP%s %s%s, TMP, %s, %s;\n",
969 sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[1], src_name
[2]);
972 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
975 void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
) {
977 SHADER_BUFFER
* buffer
= arg
->buffer
;
980 char src_name
[3][50];
981 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
982 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
984 /* FIXME: support output modifiers */
986 /* Handle output register */
987 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
988 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
990 /* Generate input register names (with modifiers) */
991 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
992 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
993 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
995 shader_addline(buffer
, "CMP%s %s%s, %s, %s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
996 src_name
[0], src_name
[2], src_name
[1]);
999 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1002 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1003 * dst = dot2(src0, src1) + src2 */
1004 void pshader_hw_dp2add(SHADER_OPCODE_ARG
* arg
) {
1005 SHADER_BUFFER
* buffer
= arg
->buffer
;
1008 char src_name
[3][50];
1009 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1010 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1012 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1013 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1015 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
[0]);
1016 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[1], 1, src_name
[1]);
1017 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[2], 2, src_name
[2]);
1019 /* Emulate a DP2 with a DP3 and 0.0 */
1020 shader_addline(buffer
, "MOV TMP, %s;\n", src_name
[0]);
1021 shader_addline(buffer
, "MOV TMP.z, 0.0;\n");
1022 shader_addline(buffer
, "DP3 TMP2, TMP, %s;\n", src_name
[1]);
1023 shader_addline(buffer
, "ADD%s %s%s, TMP2, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
, src_name
[2]);
1026 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1029 /* Map the opcode 1-to-1 to the GL code */
1030 void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
) {
1032 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1033 SHADER_BUFFER
* buffer
= arg
->buffer
;
1034 DWORD dst
= arg
->dst
;
1035 DWORD
* src
= arg
->src
;
1040 /* Output token related */
1041 char output_rname
[256];
1042 char output_wmask
[20];
1043 BOOL saturate
= FALSE
;
1044 BOOL centroid
= FALSE
;
1045 BOOL partialprecision
= FALSE
;
1048 strcpy(tmpLine
, curOpcode
->glname
);
1050 /* Process modifiers */
1051 if (0 != (dst
& WINED3DSP_DSTMOD_MASK
)) {
1052 DWORD mask
= dst
& WINED3DSP_DSTMOD_MASK
;
1054 saturate
= mask
& WINED3DSPDM_SATURATE
;
1055 centroid
= mask
& WINED3DSPDM_MSAMPCENTROID
;
1056 partialprecision
= mask
& WINED3DSPDM_PARTIALPRECISION
;
1057 mask
&= ~(WINED3DSPDM_MSAMPCENTROID
| WINED3DSPDM_PARTIALPRECISION
| WINED3DSPDM_SATURATE
);
1059 FIXME("Unrecognized modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
1062 FIXME("Unhandled modifier(%#x)\n", mask
>> WINED3DSP_DSTMOD_SHIFT
);
1064 shift
= (dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1066 /* Generate input and output registers */
1067 if (curOpcode
->num_params
> 0) {
1068 char operands
[4][100];
1070 /* Generate input register names (with modifiers) */
1071 for (i
= 1; i
< curOpcode
->num_params
; ++i
)
1072 pshader_gen_input_modifier_line(arg
->shader
, buffer
, src
[i
-1], i
-1, operands
[i
]);
1074 /* Handle output register */
1075 pshader_get_register_name(arg
->shader
, dst
, output_rname
);
1076 strcpy(operands
[0], output_rname
);
1077 shader_arb_get_write_mask(arg
, dst
, output_wmask
);
1078 strcat(operands
[0], output_wmask
);
1080 if (saturate
&& (shift
== 0))
1081 strcat(tmpLine
, "_SAT");
1082 strcat(tmpLine
, " ");
1083 strcat(tmpLine
, operands
[0]);
1084 for (i
= 1; i
< curOpcode
->num_params
; i
++) {
1085 strcat(tmpLine
, ", ");
1086 strcat(tmpLine
, operands
[i
]);
1088 strcat(tmpLine
,";\n");
1089 shader_addline(buffer
, tmpLine
);
1091 /* A shift requires another line. */
1093 pshader_gen_output_modifier_line(buffer
, saturate
, output_wmask
, shift
, output_rname
);
1097 void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
) {
1098 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1099 DWORD hex_version
= This
->baseShader
.hex_version
;
1100 SHADER_BUFFER
* buffer
= arg
->buffer
;
1103 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1104 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1106 pshader_get_register_name(arg
->shader
, arg
->dst
, reg_dest
);
1108 if(hex_version
>= WINED3DPS_VERSION(2,0)) {
1109 /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1110 shader_addline(buffer
, "KIL %s;\n", reg_dest
);
1112 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1113 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1115 shader_addline(buffer
, "MOV TMP, %s;\n", reg_dest
);
1116 shader_addline(buffer
, "MOV TMP.w, one.w;\n");
1117 shader_addline(buffer
, "KIL TMP;\n");
1121 void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
) {
1122 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1123 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1125 DWORD dst
= arg
->dst
;
1126 DWORD
* src
= arg
->src
;
1127 SHADER_BUFFER
* buffer
= arg
->buffer
;
1128 DWORD hex_version
= This
->baseShader
.hex_version
;
1129 BOOL projected
= FALSE
, bias
= FALSE
;
1133 DWORD reg_dest_code
;
1134 DWORD reg_sampler_code
;
1136 /* All versions have a destination register */
1137 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1138 pshader_get_register_name(arg
->shader
, dst
, reg_dest
);
1140 /* 1.0-1.3: Use destination register as coordinate source.
1141 1.4+: Use provided coordinate source register. */
1142 if (hex_version
< WINED3DPS_VERSION(1,4))
1143 strcpy(reg_coord
, reg_dest
);
1145 pshader_gen_input_modifier_line(arg
->shader
, buffer
, src
[0], 0, reg_coord
);
1147 /* 1.0-1.4: Use destination register number as texture code.
1148 2.0+: Use provided sampler number as texure code. */
1149 if (hex_version
< WINED3DPS_VERSION(2,0))
1150 reg_sampler_code
= reg_dest_code
;
1152 reg_sampler_code
= src
[1] & WINED3DSP_REGNUM_MASK
;
1155 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1156 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1157 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1159 if(hex_version
< WINED3DPS_VERSION(1,4)) {
1161 if(reg_sampler_code
< MAX_TEXTURES
) {
1162 flags
= deviceImpl
->stateBlock
->textureState
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1164 if (flags
& WINED3DTTFF_PROJECTED
) {
1167 } else if(hex_version
< WINED3DPS_VERSION(2,0)) {
1168 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1169 if (src_mod
== WINED3DSPSM_DZ
) {
1171 } else if(src_mod
== WINED3DSPSM_DW
) {
1175 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1178 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
1182 shader_hw_sample(arg
, reg_sampler_code
, reg_dest
, reg_coord
, projected
, bias
);
1185 void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
) {
1187 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1188 DWORD dst
= arg
->dst
;
1189 SHADER_BUFFER
* buffer
= arg
->buffer
;
1190 DWORD hex_version
= This
->baseShader
.hex_version
;
1193 shader_arb_get_write_mask(arg
, dst
, tmp
);
1194 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
1195 DWORD reg
= dst
& WINED3DSP_REGNUM_MASK
;
1196 shader_addline(buffer
, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg
, tmp
, reg
);
1198 DWORD reg1
= dst
& WINED3DSP_REGNUM_MASK
;
1201 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, reg_src
);
1202 shader_addline(buffer
, "MOV R%u%s, %s;\n", reg1
, tmp
, reg_src
);
1206 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
1208 SHADER_BUFFER
* buffer
= arg
->buffer
;
1209 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1210 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1213 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1217 sprintf(dst_str
, "T%u", reg1
);
1218 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1219 shader_addline(buffer
, "MOV TMP.r, %s.a;\n", src_str
);
1220 shader_addline(buffer
, "MOV TMP.g, %s.r;\n", src_str
);
1221 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1222 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1225 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
1227 SHADER_BUFFER
* buffer
= arg
->buffer
;
1228 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1229 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1232 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1236 sprintf(dst_str
, "T%u", reg1
);
1237 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1238 shader_addline(buffer
, "MOV TMP.r, %s.g;\n", src_str
);
1239 shader_addline(buffer
, "MOV TMP.g, %s.b;\n", src_str
);
1240 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1241 shader_hw_sample(arg
, reg1
, dst_str
, "TMP", FALSE
, FALSE
);
1244 void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
1246 SHADER_BUFFER
* buffer
= arg
->buffer
;
1247 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1248 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1250 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1254 sprintf(dst_str
, "T%u", reg1
);
1255 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_str
);
1256 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1257 shader_hw_sample(arg
, reg1
, dst_str
, src_str
, FALSE
, FALSE
);
1260 void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
) {
1261 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1262 BOOL has_bumpmat
= FALSE
;
1263 BOOL has_luminance
= FALSE
;
1266 DWORD dst
= arg
->dst
;
1267 DWORD src
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1268 SHADER_BUFFER
* buffer
= arg
->buffer
;
1271 DWORD reg_dest_code
;
1273 /* All versions have a destination register */
1274 reg_dest_code
= dst
& WINED3DSP_REGNUM_MASK
;
1275 /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1276 pshader_get_register_name(arg
->shader
, dst
, reg_coord
);
1278 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1279 if(This
->bumpenvmatconst
[i
].const_num
!= -1 && reg_dest_code
== This
->bumpenvmatconst
[i
].texunit
) {
1284 for(i
= 0; i
< This
->numbumpenvmatconsts
; i
++) {
1285 if(This
->luminanceconst
[i
].const_num
!= -1 && reg_dest_code
== This
->luminanceconst
[i
].texunit
) {
1286 has_luminance
= TRUE
;
1292 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1294 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
1295 shader_addline(buffer
, "DP3 TMP.r, TMP2, T%u;\n", src
);
1296 shader_addline(buffer
, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
1297 shader_addline(buffer
, "DP3 TMP.g, TMP2, T%u;\n", src
);
1299 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1300 * so we can't let the GL handle this.
1302 if (((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
1303 & WINED3DTTFF_PROJECTED
) {
1304 shader_addline(buffer
, "RCP TMP2.a, %s.a;\n", reg_coord
);
1305 shader_addline(buffer
, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord
);
1306 shader_addline(buffer
, "ADD TMP.rg, TMP, TMP2;\n");
1308 shader_addline(buffer
, "ADD TMP.rg, TMP, %s;\n", reg_coord
);
1311 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, "TMP", FALSE
, FALSE
);
1313 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
&& has_luminance
) {
1314 shader_addline(buffer
, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1315 src
, reg_dest_code
, reg_dest_code
);
1316 shader_addline(buffer
, "MUL %s, %s, TMP;\n", reg_coord
, reg_coord
);
1321 if(reg_dest_code
< MAX_TEXTURES
) {
1322 tf
= ((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->stateBlock
->textureState
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1326 /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1327 shader_hw_sample(arg
, reg_dest_code
, reg_coord
, reg_coord
, tf
& WINED3DTTFF_PROJECTED
, FALSE
);
1331 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
1333 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1334 SHADER_BUFFER
* buffer
= arg
->buffer
;
1337 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1338 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", reg
, src0_name
);
1341 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
1343 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1344 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1346 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1347 SHADER_BUFFER
* buffer
= arg
->buffer
;
1351 sprintf(dst_str
, "T%u", reg
);
1352 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1353 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", reg
, src0_name
);
1354 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1355 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1358 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
1360 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1361 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1362 SHADER_BUFFER
* buffer
= arg
->buffer
;
1363 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1366 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1367 shader_addline(buffer
, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state
->current_row
, reg
, src0_name
);
1368 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1371 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
1373 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1374 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1376 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1377 SHADER_BUFFER
* buffer
= arg
->buffer
;
1378 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1382 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1383 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1385 /* Sample the texture using the calculated coordinates */
1386 sprintf(dst_str
, "T%u", reg
);
1387 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1388 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1389 current_state
->current_row
= 0;
1392 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
1394 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1395 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1397 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1398 SHADER_BUFFER
* buffer
= arg
->buffer
;
1399 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1403 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1404 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1406 /* Construct the eye-ray vector from w coordinates */
1407 shader_addline(buffer
, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
1408 shader_addline(buffer
, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
1409 shader_addline(buffer
, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg
);
1411 /* Calculate reflection vector
1413 shader_addline(buffer
, "DP3 TMP.w, TMP, TMP2;\n");
1414 /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1415 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1416 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1417 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1418 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1419 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1421 /* Sample the texture using the calculated coordinates */
1422 sprintf(dst_str
, "T%u", reg
);
1423 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1424 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1425 current_state
->current_row
= 0;
1428 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
1430 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1431 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1433 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1434 DWORD reg3
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1435 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1436 SHADER_BUFFER
* buffer
= arg
->buffer
;
1440 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0_name
);
1441 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", reg
, src0_name
);
1443 /* Calculate reflection vector.
1446 * TMP.xyz = 2 * --------- * N - E
1449 * Which normalizes the normal vector
1451 shader_addline(buffer
, "DP3 TMP.w, TMP, C[%u];\n", reg3
);
1452 shader_addline(buffer
, "DP3 TMP2.w, TMP, TMP;\n");
1453 shader_addline(buffer
, "RCP TMP2.w, TMP2.w;\n");
1454 shader_addline(buffer
, "MUL TMP.w, TMP.w, TMP2.w;\n");
1455 shader_addline(buffer
, "MUL TMP, TMP.w, TMP;\n");
1456 shader_addline(buffer
, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3
);
1458 /* Sample the texture using the calculated coordinates */
1459 sprintf(dst_str
, "T%u", reg
);
1460 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->textureState
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1461 shader_hw_sample(arg
, reg
, dst_str
, "TMP", flags
& WINED3DTTFF_PROJECTED
, FALSE
);
1462 current_state
->current_row
= 0;
1465 void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
) {
1466 SHADER_BUFFER
* buffer
= arg
->buffer
;
1469 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1470 * which is essentially an input, is the destination register because it is the first
1471 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1474 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1476 /* According to the msdn, the source register(must be r5) is unusable after
1477 * the texdepth instruction, so we're free to modify it
1479 shader_addline(buffer
, "MIN %s.g, %s.g, one.g;\n", dst_name
, dst_name
);
1481 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1482 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1483 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1485 shader_addline(buffer
, "RCP %s.g, %s.g;\n", dst_name
, dst_name
);
1486 shader_addline(buffer
, "MUL TMP.x, %s.r, %s.g;\n", dst_name
, dst_name
);
1487 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.r;\n");
1488 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1491 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1492 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1493 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1494 void pshader_hw_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
1495 SHADER_BUFFER
* buffer
= arg
->buffer
;
1496 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1500 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1501 shader_addline(buffer
, "MOV TMP, 0.0;\n");
1502 shader_addline(buffer
, "DP3 TMP.x, T%u, %s;\n", sampler_idx
, src0
);
1504 sprintf(dst_str
, "T%u", sampler_idx
);
1505 shader_hw_sample(arg
, sampler_idx
, dst_str
, "TMP", FALSE
/* Only one coord, can't be projected */, FALSE
);
1508 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1509 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1510 void pshader_hw_texdp3(SHADER_OPCODE_ARG
* arg
) {
1514 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1515 SHADER_BUFFER
* buffer
= arg
->buffer
;
1517 /* Handle output register */
1518 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_str
);
1519 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1521 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1522 shader_addline(buffer
, "DP3 %s%s, T%u, %s;\n", dst_str
, dst_mask
, dstreg
, src0
);
1524 /* TODO: Handle output modifiers */
1527 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1528 * Perform the 3rd row of a 3x3 matrix multiply */
1529 void pshader_hw_texm3x3(SHADER_OPCODE_ARG
* arg
) {
1530 SHADER_BUFFER
* buffer
= arg
->buffer
;
1534 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1536 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_str
);
1537 shader_arb_get_write_mask(arg
, arg
->dst
, dst_mask
);
1539 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1540 shader_addline(buffer
, "DP3 TMP.z, T%u, %s;\n", dst_reg
, src0
);
1541 shader_addline(buffer
, "MOV %s%s, TMP;\n", dst_str
, dst_mask
);
1543 /* TODO: Handle output modifiers */
1546 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1547 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1548 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1549 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1551 void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
1552 SHADER_BUFFER
* buffer
= arg
->buffer
;
1553 DWORD dst_reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1556 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src0
);
1557 shader_addline(buffer
, "DP3 TMP.y, T%u, %s;\n", dst_reg
, src0
);
1559 /* How to deal with the special case dst_name.g == 0? if r != 0, then
1560 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1561 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1563 shader_addline(buffer
, "RCP TMP.y, TMP.y;\n");
1564 shader_addline(buffer
, "MUL TMP.x, TMP.x, TMP.y;\n");
1565 shader_addline(buffer
, "MIN TMP.x, TMP.x, one.r;\n");
1566 shader_addline(buffer
, "MAX result.depth, TMP.x, 0.0;\n");
1569 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1570 Vertex/Pixel shaders to ARB_vertex_program codes */
1571 void shader_hw_mnxn(SHADER_OPCODE_ARG
* arg
) {
1574 int nComponents
= 0;
1575 SHADER_OPCODE_ARG tmpArg
;
1577 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1579 /* Set constants for the temporary argument */
1580 tmpArg
.shader
= arg
->shader
;
1581 tmpArg
.buffer
= arg
->buffer
;
1582 tmpArg
.src
[0] = arg
->src
[0];
1583 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1584 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1585 tmpArg
.reg_maps
= arg
->reg_maps
;
1587 switch(arg
->opcode
->opcode
) {
1588 case WINED3DSIO_M4x4
:
1590 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1592 case WINED3DSIO_M4x3
:
1594 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1596 case WINED3DSIO_M3x4
:
1598 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1600 case WINED3DSIO_M3x3
:
1602 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1604 case WINED3DSIO_M3x2
:
1606 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1612 for (i
= 0; i
< nComponents
; i
++) {
1613 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1614 tmpArg
.src
[1] = arg
->src
[1]+i
;
1615 vshader_hw_map2gl(&tmpArg
);
1619 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
) {
1620 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1621 SHADER_BUFFER
* buffer
= arg
->buffer
;
1622 DWORD dst
= arg
->dst
;
1623 DWORD src
= arg
->src
[0];
1624 DWORD swizzle
= (src
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1628 strcpy(tmpLine
, curOpcode
->glname
); /* Opcode */
1629 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
); /* Destination */
1630 strcat(tmpLine
, ",");
1631 vshader_program_add_param(arg
, src
, TRUE
, tmpLine
);
1632 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) == swizzle
) {
1633 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1636 strcat(tmpLine
, ".w");
1639 shader_addline(buffer
, "%s;\n", tmpLine
);
1642 void shader_hw_nrm(SHADER_OPCODE_ARG
* arg
) {
1643 SHADER_BUFFER
* buffer
= arg
->buffer
;
1647 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1648 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1650 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1651 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1653 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
);
1654 shader_addline(buffer
, "DP3 TMP, %s, %s;\n", src_name
, src_name
);
1655 shader_addline(buffer
, "RSQ TMP, TMP.x;\n");
1656 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1657 shader_addline(buffer
, "MUL%s %s%s, %s, TMP;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1661 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1664 void shader_hw_sincos(SHADER_OPCODE_ARG
* arg
) {
1665 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1666 * must contain fixed constants. So we need a separate function to filter those constants and
1669 SHADER_BUFFER
* buffer
= arg
->buffer
;
1673 DWORD shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1674 BOOL sat
= (arg
->dst
& WINED3DSP_DSTMOD_MASK
) & WINED3DSPDM_SATURATE
;
1676 pshader_get_register_name(arg
->shader
, arg
->dst
, dst_name
);
1677 shader_arb_get_write_mask(arg
, arg
->dst
, dst_wmask
);
1679 pshader_gen_input_modifier_line(arg
->shader
, buffer
, arg
->src
[0], 0, src_name
);
1680 shader_addline(buffer
, "SCS%s %s%s, %s;\n", sat
? "_SAT" : "", dst_name
, dst_wmask
,
1684 pshader_gen_output_modifier_line(buffer
, FALSE
, dst_wmask
, shift
, dst_name
);
1688 /* TODO: merge with pixel shader */
1689 /* Map the opcode 1-to-1 to the GL code */
1690 void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
) {
1692 IWineD3DVertexShaderImpl
*shader
= (IWineD3DVertexShaderImpl
*) arg
->shader
;
1693 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1694 SHADER_BUFFER
* buffer
= arg
->buffer
;
1695 DWORD dst
= arg
->dst
;
1696 DWORD
* src
= arg
->src
;
1698 DWORD dst_regtype
= shader_get_regtype(dst
);
1702 if ((curOpcode
->opcode
== WINED3DSIO_MOV
&& dst_regtype
== WINED3DSPR_ADDR
) || curOpcode
->opcode
== WINED3DSIO_MOVA
) {
1703 if(shader
->rel_offset
) {
1704 memset(tmpLine
, 0, sizeof(tmpLine
));
1705 vshader_program_add_param(arg
, src
[0], TRUE
, tmpLine
);
1706 shader_addline(buffer
, "ADD TMP.x, %s, helper_const.z;\n", tmpLine
);
1707 shader_addline(buffer
, "ARL A0.x, TMP.x;\n");
1710 strcpy(tmpLine
, "ARL");
1713 strcpy(tmpLine
, curOpcode
->glname
);
1715 if (curOpcode
->num_params
> 0) {
1716 vshader_program_add_param(arg
, dst
, FALSE
, tmpLine
);
1717 for (i
= 1; i
< curOpcode
->num_params
; ++i
) {
1718 strcat(tmpLine
, ",");
1719 vshader_program_add_param(arg
, src
[i
-1], TRUE
, tmpLine
);
1722 shader_addline(buffer
, "%s;\n", tmpLine
);
1725 static GLuint
create_arb_blt_vertex_program(WineD3D_GL_Info
*gl_info
) {
1726 GLuint program_id
= 0;
1727 const char *blt_vprogram
=
1729 "PARAM c[1] = { { 1, 0.5 } };\n"
1730 "MOV result.position, vertex.position;\n"
1731 "MOV result.color, c[0].x;\n"
1732 "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1733 "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1736 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1737 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
1738 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_vprogram
), blt_vprogram
));
1740 if (glGetError() == GL_INVALID_OPERATION
) {
1742 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1743 FIXME("Vertex program error at position %d: %s\n", pos
,
1744 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1750 static GLuint
create_arb_blt_fragment_program(WineD3D_GL_Info
*gl_info
) {
1751 GLuint program_id
= 0;
1752 const char *blt_fprogram
=
1755 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1756 "MOV result.depth.z, R0.x;\n"
1759 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
1760 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
1761 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(blt_fprogram
), blt_fprogram
));
1763 if (glGetError() == GL_INVALID_OPERATION
) {
1765 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
1766 FIXME("Fragment program error at position %d: %s\n", pos
,
1767 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1773 static void shader_arb_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
1774 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1775 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1778 TRACE("Using vertex shader\n");
1780 /* Bind the vertex program */
1781 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
,
1782 ((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
)->baseShader
.prgId
));
1783 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1785 /* Enable OpenGL vertex programs */
1786 glEnable(GL_VERTEX_PROGRAM_ARB
);
1787 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1788 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
1789 This
, ((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
)->baseShader
.prgId
);
1790 } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM
)) {
1791 glDisable(GL_VERTEX_PROGRAM_ARB
);
1792 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1796 TRACE("Using pixel shader\n");
1798 /* Bind the fragment program */
1799 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
,
1800 ((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
)->baseShader
.prgId
));
1801 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1803 /* Enable OpenGL fragment programs */
1804 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1805 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1806 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
1807 This
, ((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
)->baseShader
.prgId
);
1808 } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
1809 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1810 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1814 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
) {
1815 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1816 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1817 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1819 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
1820 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
1821 glEnable(GL_VERTEX_PROGRAM_ARB
);
1823 if (!priv
->depth_blt_fprogram_id
) priv
->depth_blt_fprogram_id
= create_arb_blt_fragment_program(gl_info
);
1824 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->depth_blt_fprogram_id
));
1825 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
1828 static void shader_arb_destroy_depth_blt(IWineD3DDevice
*iface
) {
1829 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1830 struct shader_arb_priv
*priv
= (struct shader_arb_priv
*) This
->shader_priv
;
1831 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1833 if(priv
->depth_blt_vprogram_id
) {
1834 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
1835 priv
->depth_blt_vprogram_id
= 0;
1837 if(priv
->depth_blt_fprogram_id
) {
1838 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id
));
1839 priv
->depth_blt_fprogram_id
= 0;
1843 static void shader_arb_cleanup(IWineD3DDevice
*iface
) {
1844 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1845 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
1846 if (GL_SUPPORT(ARB_VERTEX_PROGRAM
)) glDisable(GL_VERTEX_PROGRAM_ARB
);
1847 if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) glDisable(GL_FRAGMENT_PROGRAM_ARB
);
1850 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
1851 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
1852 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->adapter
->gl_info
;
1855 GL_EXTCALL(glDeleteProgramsARB(1, &This
->baseShader
.prgId
));
1856 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))");
1858 This
->baseShader
.prgId
= 0;
1859 This
->baseShader
.is_compiled
= FALSE
;
1862 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
1863 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1864 This
->shader_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
1868 static void shader_arb_free(IWineD3DDevice
*iface
) {
1869 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1870 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
1873 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
1877 static void shader_arb_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
) {
1878 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
1879 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1880 CONST DWORD
*function
= This
->baseShader
.function
;
1881 const char *fragcolor
;
1882 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
1884 /* Create the hw ARB shader */
1885 shader_addline(buffer
, "!!ARBfp1.0\n");
1887 shader_addline(buffer
, "TEMP TMP;\n"); /* Used in matrix ops */
1888 shader_addline(buffer
, "TEMP TMP2;\n"); /* Used in matrix ops */
1889 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
1890 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
1891 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
1892 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1893 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1894 shader_addline(buffer
, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1896 /* Base Declarations */
1897 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
1899 /* We need two variables for fog blending */
1900 shader_addline(buffer
, "TEMP TMP_FOG;\n");
1901 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(2,0)) {
1902 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
1905 /* Base Shader Body */
1906 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
1908 /* calculate fog and blend it
1909 * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
1910 * -1/(e-s) and e/(e-s) respectively.
1912 shader_addline(buffer
, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
1914 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1917 fragcolor
= "TMP_COLOR";
1919 if(This
->srgb_enabled
) {
1920 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1922 /* Calculate the > 0.0031308 case */
1923 shader_addline(buffer
, "POW TMP.x, %s.x, srgb_pow.x;\n", fragcolor
);
1924 shader_addline(buffer
, "POW TMP.y, %s.y, srgb_pow.y;\n", fragcolor
);
1925 shader_addline(buffer
, "POW TMP.z, %s.z, srgb_pow.z;\n", fragcolor
);
1926 shader_addline(buffer
, "MUL TMP, TMP, srgb_mul_hi;\n");
1927 shader_addline(buffer
, "SUB TMP, TMP, srgb_sub_hi;\n");
1928 /* Calculate the < case */
1929 shader_addline(buffer
, "MUL TMP2, srgb_mul_low, %s;\n", fragcolor
);
1930 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1931 shader_addline(buffer
, "SLT TA, srgb_comparison, %s;\n", fragcolor
);
1932 shader_addline(buffer
, "SGE TB, srgb_comparison, %s;\n", fragcolor
);
1933 /* Store the components > 0.0031308 in the destination */
1934 shader_addline(buffer
, "MUL %s, TMP, TA;\n", fragcolor
);
1935 /* Add the components that are < 0.0031308 */
1936 shader_addline(buffer
, "MAD result.color.xyz, TMP2, TB, %s;\n", fragcolor
);
1937 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1939 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
1940 shader_addline(buffer
, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor
);
1941 shader_addline(buffer
, "MOV result.color.a, %s.a;\n", fragcolor
);
1944 shader_addline(buffer
, "END\n");
1946 /* TODO: change to resource.glObjectHandle or something like that */
1947 GL_EXTCALL(glGenProgramsARB(1, &This
->baseShader
.prgId
));
1949 TRACE("Creating a hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
1950 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, This
->baseShader
.prgId
));
1952 TRACE("Created hw pixel shader, prg=%d\n", This
->baseShader
.prgId
);
1953 /* Create the program and check for errors */
1954 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1955 buffer
->bsize
, buffer
->buffer
));
1957 if (glGetError() == GL_INVALID_OPERATION
) {
1959 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
1960 FIXME("HW PixelShader Error at position %d: %s\n",
1961 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
1962 This
->baseShader
.prgId
= -1;
1966 static void shader_arb_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
1967 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
1968 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
1969 CONST DWORD
*function
= This
->baseShader
.function
;
1970 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
1972 /* Create the hw ARB shader */
1973 shader_addline(buffer
, "!!ARBvp1.0\n");
1974 shader_addline(buffer
, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This
->rel_offset
);
1976 /* Mesa supports only 95 constants */
1977 if (GL_VEND(MESA
) || GL_VEND(WINE
))
1978 This
->baseShader
.limits
.constant_float
=
1979 min(95, This
->baseShader
.limits
.constant_float
);
1981 shader_addline(buffer
, "TEMP TMP;\n");
1983 /* Base Declarations */
1984 shader_generate_arb_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
1986 /* We need a constant to fixup the final position */
1987 shader_addline(buffer
, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS
);
1989 if((GLINFO_LOCATION
).set_texcoord_w
) {
1991 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
1992 if(This
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
1993 This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
1994 shader_addline(buffer
, "MOV result.texcoord[%u].w, -helper_const.y;\n", i
);
1999 /* Base Shader Body */
2000 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
2002 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2004 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
2006 /* Write the final position.
2008 * OpenGL coordinates specify the center of the pixel while d3d coords specify
2009 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2010 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2011 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2013 shader_addline(buffer
, "MUL TMP, posFixup, TMP_OUT.w;\n");
2014 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2015 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2017 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2018 * and the glsl equivalent
2020 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2022 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
2024 shader_addline(buffer
, "END\n");
2026 /* TODO: change to resource.glObjectHandle or something like that */
2027 GL_EXTCALL(glGenProgramsARB(1, &This
->baseShader
.prgId
));
2029 TRACE("Creating a hw vertex shader, prg=%d\n", This
->baseShader
.prgId
);
2030 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, This
->baseShader
.prgId
));
2032 TRACE("Created hw vertex shader, prg=%d\n", This
->baseShader
.prgId
);
2033 /* Create the program and check for errors */
2034 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2035 buffer
->bsize
, buffer
->buffer
));
2037 if (glGetError() == GL_INVALID_OPERATION
) {
2039 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
2040 FIXME("HW VertexShader Error at position %d: %s\n",
2041 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
2042 This
->baseShader
.prgId
= -1;
2046 static void shader_arb_get_caps(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
) {
2047 /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2048 * then overwrite the shader specific ones
2050 none_shader_backend
.shader_get_caps(devtype
, gl_info
, pCaps
);
2052 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
2053 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2054 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
2056 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
2057 pCaps
->PixelShader1xMaxValue
= 8.0;
2058 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2061 static void shader_arb_load_init(void) {
2064 const shader_backend_t arb_program_shader_backend
= {
2066 &shader_arb_select_depth_blt
,
2067 &shader_arb_destroy_depth_blt
,
2068 &shader_arb_load_constants
,
2069 &shader_arb_cleanup
,
2070 &shader_arb_color_correction
,
2071 &shader_arb_destroy
,
2074 &shader_arb_dirty_const
,
2075 &shader_arb_generate_pshader
,
2076 &shader_arb_generate_vshader
,
2077 &shader_arb_get_caps
,
2078 &shader_arb_load_init
,